+// Thread::split() does the actual work of distributing the work at a node between
+// several available threads. If it does not succeed in splitting the node
+// (because no idle threads are available), the function immediately returns.
+// If splitting is possible, a SplitPoint object is initialized with all the
+// data that must be copied to the helper threads and then helper threads are
+// informed that they have been assigned work. This will cause them to instantly
+// leave their idle loops and call search(). When all threads have returned from
+// search() then split() returns.
+
+void Thread::split(Position& pos, Stack* ss, Value alpha, Value beta, Value* bestValue,
+ Move* bestMove, Depth depth, int moveCount,
+ MovePicker* movePicker, int nodeType, bool cutNode) {
+
+ assert(searching);
+ assert(-VALUE_INFINITE < *bestValue && *bestValue <= alpha && alpha < beta && beta <= VALUE_INFINITE);
+ assert(depth >= Threads.minimumSplitDepth);
+ assert(splitPointsSize < MAX_SPLITPOINTS_PER_THREAD);
+
+ // Pick and init the next available split point
+ SplitPoint& sp = splitPoints[splitPointsSize];
+
+ sp.masterThread = this;
+ sp.parentSplitPoint = activeSplitPoint;
+ sp.slavesMask = 0, sp.slavesMask.set(idx);
+ sp.depth = depth;
+ sp.bestValue = *bestValue;
+ sp.bestMove = *bestMove;
+ sp.alpha = alpha;
+ sp.beta = beta;
+ sp.nodeType = nodeType;
+ sp.cutNode = cutNode;
+ sp.movePicker = movePicker;
+ sp.moveCount = moveCount;
+ sp.pos = &pos;
+ sp.nodes = 0;
+ sp.cutoff = false;
+ sp.ss = ss;
+
+ // Try to allocate available threads and ask them to start searching setting
+ // 'searching' flag. This must be done under lock protection to avoid concurrent
+ // allocation of the same slave by another master.
+ Threads.mutex.lock();
+ sp.mutex.lock();
+
+ sp.allSlavesSearching = true; // Must be set under lock protection
+ ++splitPointsSize;
+ activeSplitPoint = &sp;
+ activePosition = NULL;
+
+ Thread* slave;
+
+ while ((slave = Threads.available_slave(this)) != NULL)
+ {
+ sp.slavesMask.set(slave->idx);
+ slave->activeSplitPoint = &sp;
+ slave->searching = true; // Slave leaves idle_loop()
+ slave->notify_one(); // Could be sleeping
+ }
+
+ // Everything is set up. The master thread enters the idle loop, from which
+ // it will instantly launch a search, because its 'searching' flag is set.
+ // The thread will return from the idle loop when all slaves have finished
+ // their work at this split point.
+ sp.mutex.unlock();
+ Threads.mutex.unlock();
+
+ Thread::idle_loop(); // Force a call to base class idle_loop()
+
+ // In the helpful master concept, a master can help only a sub-tree of its
+ // split point and because everything is finished here, it's not possible
+ // for the master to be booked.
+ assert(!searching);
+ assert(!activePosition);
+
+ // We have returned from the idle loop, which means that all threads are
+ // finished. Note that setting 'searching' and decreasing splitPointsSize must
+ // be done under lock protection to avoid a race with Thread::available_to().
+ Threads.mutex.lock();
+ sp.mutex.lock();
+
+ searching = true;
+ --splitPointsSize;
+ activeSplitPoint = sp.parentSplitPoint;
+ activePosition = &pos;
+ pos.set_nodes_searched(pos.nodes_searched() + sp.nodes);
+ *bestMove = sp.bestMove;
+ *bestValue = sp.bestValue;
+
+ sp.mutex.unlock();
+ Threads.mutex.unlock();
+}
+
+
+// TimerThread::idle_loop() is where the timer thread waits Resolution milliseconds
+// and then calls check_time(). When not searching, thread sleeps until it's woken up.